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Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over whether clickerintegrated instruction is effective to enhance students' learning gains has not been settled because the early reviews mainly focus on students' perceptions toward and acceptance of clicker-integrated instruction. Furthermore, so far...
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This review describes a meta-analysis of findings from 50 controlled evaluations of intelligent computer tutoring systems. The median effect of intelligent tutoring in the 50 evaluations was to raise test scores 0.66 standard deviations over conventional levels, or from the 50th to the 75th percentile. However, the amount of improvement found in an evaluation depended to a great extent on whether improvement was measured on locally developed or standardized tests, suggesting that alignment...
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In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital...
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The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in the category of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that...
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Outcome measure
- Learning (4)
Instructional domain (subject)
Groups of students
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School or home
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- School (2)
Moderating variables
- Assessments
- Design-type/ testing instruments (1)
- Feedback (2)
- Length of time (3)
- Multiple exposures (1)
- Novelty Effect (2)
- Peer involvement/group learning (3)
- Student characteristics (1)
- Teacher involvement (1)
- Tech structure (1)
- Type of instruction methods (student/teacher centered) (1)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (2)
- Multimedia (1 or more) (2)
Tech Software
- Clicker-integrated instruction (1)
- Game learning (2)
- Intelligent Tutoring (1)
- Simulations (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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- Classroom learning (2)
Teacher Pedagogy
- Collaboration (2)
- Feedback (1)
- Game-based learning (1)
- Group learning (1)
- Peer learning (1)
- Scaffolding (1)
Research methods
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Quality of research
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